Let's face it: Source's movement is clunky. While players are the most agile refridgerator boxes in any game that I've seen, they're a long ways away from being organic. In a game about chaining stunts together, the "mobile cardboard box" system is especially obvious. I have no idea how much you can change under source's limitations, but you should try to get a few of these in when you overhaul.

1. Smaller, more descreet collision box: Source's player bounds are way too big. Try reducing the size, or better yet, change it to a cylinder instead of a rectangular prism.2. Automatic movement transitions: Make it so that when you run into a wall, instead of just stopping, you start to run up it. After a few feet, you would fall back down unless you did a wall flip. Let people queue upcoming stunts while current ones are underway. Try to make mantling visibly grab edges, Contagion style.3. Movement assist: brush entity that dives are attracted to. Slides can just use traces since it's 2d.4. Get rid of awkward moves: If I slide into a wall, I should stand up quickly so I can wall flip, instead of just turning to the side and slowing down.

With the collision box, are you talking about the player hitbox? Because they are already pretty fitted to the player models - is there a different one that is used for world collisions?

The transitions between animations are handled by delta blends right? I have no idea about animation programming but I get the feeling it's super hard since a lot of games simply don't bother. And by now the animations have been redone like three times, most recently only a few months ago. Maybe someone has a grip on animations and feels like having a play with them? I know D is particularly good at making weapon animations - he did all the recent MP5K ones.

I think mantling is purely a matter of lining it up properly and I agree - the mantling animations need love. There's plenty of reference for this kinda stuff. Also you can climb a ledge when you're a good player character length underneath it. I think that snap radius needs to be shrunk a little. It's good to have a big radius so it's not impossible to grab the ledge but at the moment it seems a bit much.

Not sure about the movement assist brush, mappers can just put in clip brushes and design the environments with divey wivey in mind. I know you've already suggested this and I'm not totally against it - I like the idea of having more utility brushes specific to DA but there is already a solution for this problem that takes no effort to implement. I want to see more new features added and since Vino is the only active programmer right now I want to avoid loading him up with suggestions that can be otherwise solved by us.

I have been having problems with not being able to cancel slides since they were changed to be affected by slopes. I'm not sure if it's actually an issue or if I just don't know how to cancel out of slides. It mostly happens on da_cocaine on that big ramp in the main outside area. I slide into the wall at the bottom and can't get up until all the momentum is gone. I agree, if a slide hits a wall it should cancel out.

I would also like to backflip or backwards dive off ladders when I hit the stunt button while climbing. Also how do we all feel about sliding up and down stairs?